I want to write about a few things that I've encounter in pve, and I hope will be addressed in GW2. There are two main things I'd like to talk about. The first is Death Penalty as an actual penalty, and the second involves the introduction of the pve only skills. For example, Fissure of Woe and other high end pve locations used to take much longer than they currently do. Among other challenges that were tough when first introduced was Sorrow's Furnace, UW, The Deep, Urgoz's Warren and DoA. There are two main reasons for this: dp removal, and pve only skills.
I feel pve lacks a lot of the finesse that it used to take. On of the reasons is most definitely the availability of death penalty removal. Basically, people do not need to worry about dying. These days, people feel as though death penalty is more of an inconvenience, and really it is, especially because removal of DP is so easy. Why not just remove DP all together? This does two things for the game that I feel are not good. The first is that in general, people are essentially given permission to play badly. This is a huge trend sweeping all across the game, but no where is it more apparent than in pve. This type of downward trend gives rise to the title elitism that has always had a hold on many aspects of this game. The second point about losing DP is that it no longer encourages people to play creatively and thoughtfully. They die, remove DP, and go right at it again. Rinse and repeat ad infinium. There's no thought required on how to manage your DP, or how to clean your DP through performing well. This kind of play is especially lacking in vanquishing and other intensive pve situations. So, really, death penalty should be appropriately called death inconvenience.
The second issue of PvE only skills is a little less black and white for me. PvE skills have good and bad sides. They allowed class diversification through skill homogenization. In PvE, rolling a mesmer these days does not immediately mean you will have to H/H everything. EotN's PvE skills helped many classes break into areas that they previously had not been able to even think about before. Cryway DoA was very popular for a little bit, and the popularity of Mesmers soared. Paragons now have the Imbagon niche, but lack very many other outlets for pve other than running an Imbagon build. Other classes that don't fit well into the pve holy triangle benefit from the EotN style pve skills. There are, however, a few gripes with pve skills that I have to voice. A lot of pve skills are obviously designed to give the player a huge advantage. I feel as though this, in combination with the DP removal, has made playing pve at the higher level a bit less challenging. Loot is loot, but I think what makes things fun is the journey. Additionally, I feel as though the "dumbing down" of Guild Wars just makes for a terrible pvp game, as it doesn't encourage creative and active playing, but instead encourages players to approach pvp with a pve mentality, and that is where it gets very dangerous.
As an example for the kind of challenge I'm talking about, take for example the mission Minister Cho's Estate vs something like Grand Court of Sebelkeh both in HM. Minister Cho's Estate is a simple "run through and destroy everything" while Grand Court is a bit more involved, conceptually. I would like to see more engaging challenges in GW2. I kind of just rambled, but I hope that some people will agree, and I'm sure others will disagree.
What do you guys think? Is time efficiency the only measure of challenge in pve? Do dp removal and pve skills affect the development of pve farming builds? What are some challenges in pve that are not time based? How can challenge in pve be increased?
J

